﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using LostHobbits.GameStates;
using LostHobbits.Input;
using LostHobbits.Physics;
using LostHobbits.Scene;
using LostHobbits.Sound;
using LostHobbits.Render;

namespace LostHobbits
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class HobbitGame : Microsoft.Xna.Framework.Game, IStateService
    {


        #region fields
        
        GraphicsDeviceManager graphics;       
        GameStateBase gameState;
        Stack<GameStateBase> stateStack;

        #endregion

        public HobbitGame()
        {
            graphics = new GraphicsDeviceManager(this);            
            Content.RootDirectory = "LostHobbitsContent";

        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            Components.Add(new InputManager(this));
            Components.Add(new PhysicsManager(this));            
            Components.Add(new SoundManager(this));
            Components.Add(new SceneManager(this));
            Components.Add(new RenderManager(this));
          
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }

        #region IStateService Members

        public void SetGameState(GameStateBase newState)
        {
            stateStack.Push(gameState);
            gameState = newState;
        }

        public GameStateBase SetPreviousGameState()
        {
            gameState=stateStack.Pop();
            return gameState;
        }

        #endregion
    }
}
